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109. How can you reduce the costs of obtaining inputs?
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110. How will costs be allocated?
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111. What relevant entities could be measured?
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112. Have you made assumptions about the shape of the future, particularly its impact on your customers and competitors?
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113. How do you aggregate measures across priorities?
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114. What is measured? Why?
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115. What happens if cost savings do not materialize?
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116. What are the Gaming as a service key cost drivers?
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117. What measurements are being captured?
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118. How frequently do you track Gaming as a service measures?
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119. What would be a real cause for concern?
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120. Is there an opportunity to verify requirements?
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121. What are the costs and benefits?
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122. When should you bother with diagrams?
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123. How will success or failure be measured?
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124. What are the strategic priorities for this year?
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125. How can you manage cost down?
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126. What methods are feasible and acceptable to estimate the impact of reforms?
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127. Among the Gaming as a service product and service cost to be estimated, which is considered hardest to estimate?
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128. How do you verify and validate the Gaming as a service data?
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129. Who is involved in verifying compliance?
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130. Does the Gaming as a service task fit the client’s priorities?
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131. What are the costs of reform?
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132. How do you quantify and qualify impacts?
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133. Where is it measured?
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134. How can you reduce costs?
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135. What does verifying compliance entail?
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136. Do you have an issue in getting priority?
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137. What disadvantage does this cause for the user?
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Add up total points for this section: _____ = Total points for this section
Divided by: ______ (number of statements answered) = ______ Average score for this section
Transfer your score to the Gaming as a service Index at the beginning of the Self-Assessment.
CRITERION #4: ANALYZE:
INTENT: Analyze causes, assumptions and hypotheses.
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